Company of Heroes 3

Company of Heroes 3

Advanced AI
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Opdatering: 13. sep. 2024 kl. 9:45

  • Fixed save game functionality. Experimental, please report any issues.
  • AI fog of war vision adjustments:
    • Implemented unit 'last spotted time' functionality.
    • Reworked all indirect fire position filters to utilize 'last spotted time' information. AI will now be able to temporarily 'see' units which have disappeared into fog of war.
    • Reduced vision of units in fog of war which haven't been seen recently.
  • Fixed an issue where all randomness was not working in the mod (this issue is present for all game mode scripts). Randomness in the mod would always chose the threshold lower bound outcome. The fix should result in more varied AI behavior, particularly relating to unit choices, but almost every aspect of the mod will be affected to a degree.
  • Reduced AI propencity to barrage low HP vehicles. This also affects how often it bombards low hitpoint vehicles in fog of war. Hopefully the change will rede the feeling that AI knows perfectly when to barrage under-repair vehicles.
  • Implemented Sherman 'keep them firing' ability.
  • Implemented reworked canister shot abilities.
  • Implemented CMP 15cwt fragmentation rounds ability.
  • Updated tripwire functionality.
  • Implemented Panzergrenadier automatic fire ability.
  • Implemented Brummbar shatter will ability.
  • Implemented LG40 HE shells ability.
  • Adjustment mine purchase threshold.
  • Fixed luftwaffe relay point functionality.
  • Reduced default AI bonuses. Please read this post for more info:
    • Manpower: 1.715 => 1.55
    • Munitions: 1.85 => 1.65
    • Fuel: 1.375 => 1.25
    • CP: 1.35 => 1.25
    • Production rate: 1.8 => 1.6
    • Experience: 1.8 => 1.6
    • Starting manpower: 120 => 100
    • Upkeep: 0.875 => 0.9
  • Slightly reduced the threshold for retreating squads which are being targeted by grenades.
  • Slightly adjusted grenade avoidance parameters.
  • AI is now more likely to buy extra engineers when it purchases more vehicles.
  • AI will retreat from combat slightly sooner.
  • AI will position its indirect fire units slightly more aggressively (in particular, it won't be quite as afraid to enter areas which were recently occupied by the enemy).
  • Fixed an issue where adjusting AI action speed didn't properly change AI update periodicity.
  • Implemented bazooka squad phosphorus rocket ability min range check.
  • Increased Whizbang position filter range.
  • Fixed multiple CP cost issues (mostly 1.7.0 update related).
  • Fixed multiple issues relating to AI not avoiding british squad abilities.

Opdatering: 12. juni 2024 kl. 10:28

- Updated logo and description.

Opdatering: 12. juni 2024 kl. 9:30

- New gameplay mode 'AI General' added.
- Fixed an issue where AI failed to repair vehicles at HQ.
- Victory Points slider now goes to a maximum of 5000 (from 2500).
- Adjusted AI capture priority for different point types, prioritizing fuel, ammo and high points more.
- Slightly decreased mines purchase threshold.
- When taking control of a dropped player, the AI will now assume Standard difficulty instead of Expert.
- Players overtaken by AI will now receive AI bonuses (only relevant in Extra Settings mode).

Opdatering: 24. maj 2024 kl. 10:47

- Added separate income multiplier options per resource.
- Slightly increased barbed wire construction threshold.
- AI will build less barbed wire early in the match.
- Slightly walked back the earlier change to how dangerous AI considers units that it can't see.
- Slightly reduced AT gun purchase priorities.
- Slightly reduced Chaffee purchase priority.

Opdatering: 10. maj 2024 kl. 9:48

- Implemented pathfinding to close-in functionality:
* Will consider areas which have cover to be better paths.
* Will consider line of sight blockers and impass blockers when choosing paths.
* Will consider HMG setup arcs when choosing paths.
* Units which prefer close quarters combat will prefer avoiding line of sight when closing in, whereas units which prefer long range will prefer to stay in line of sight so that they can continue firing.
* When line of sight matters, AI will consider the total number of units a given area is exposed to.
- General close-in functionality improvements:
* Implemented functionality to check current level of cover when considering whether to close-in on the enemy.
* Adjusted the way AI looks for cover at the close in target location.
* Adjusted unit close-in safety equation.
* Adjusted riflemen close-in safety threshold.
- Cover search now considers line of sight, impass and HMG firing arcs. Similar logic applies as for close-in functionality.
- Reduced the multiplier of how much threat AI perceives from units it cannot see in fog of war.
- Adjusted the way AI reacts to enemy snipers (will rush sooner, consider less dangerous).
- Implemented functionality to slightly move vehicles in place once they're waiting for repairs in base to prevent occasional AI lock-up issues caused by repair commands failing.
- Adjusted garrison parameters: Reduced radius, increased entering randomness threshold.
- Changed the way AI checks line of sight when considering emplacement locations - previously objects which only blocked impass but didn't block LOS would in fact be considered as LOS blockers, AI should now be more free to place emplacements which look over cover.
- Reworked the logic of enemy and friendly force direction from current unit used for safety assessment.
- USF Engineers can now use their satchel charge ability.
- Implemented update 1.6.6 command point cost changes.
- AI personalities which limit certain types of units now also limit the number of times AI can recrew those types of weapons.
- Slightly increased the strength of AT gun purchase multiplier for low AT guns AI personality.
- Reworked AT gun purchase priorities.
- Reduced USF M24 Chaffee purchase priority.
- Fixed an issue where AI would never dodge Guards gammon grenades and USF Engineer satchel charges.
- Fixed an issue where AI didn't consider Guards, Commandos, Gurkhas with SMG and Guastatori as assault units.
- Various performance improvements and minor bug fixes.

Opdatering: 9. apr. 2024 kl. 12:53

- AI personalities implemented.
- Updated AI infantry rush functionality.
- AI will be more defensive around its own team weapons.
- Fixed an issue where AI would repeatedly enter and exit a garrison.
- AI can now swap its tasks sooner (squads won't always wait to reach their destination before choosing another one).
- Retreat & pullback parameters updated.
- Added the missing vision checks to all squad and entity abilities.
- Updated smoke ability to fully check vision of target for cases where there are friendlies near it.
- Various economy updates.
- Infantry section upgrade priorities reworked.
- Fixed AI not leaving buildings that are about to get destroyed.
- AI will be more aware of units which are rushable vs units which are specifically good at close quarters combat.
- Fixed a crash which could occur with the new British battlegroup.
- Fixed an issue where HMGs would unsetup during reload.
- Minor adjustments to cover taking logic.
- Fixed british assault flares never being used.
- Minor adjustments to barbed wire placement logic.
- Minor adjustments to various lock timers for how AI rushes the enemy and takes cover.
- Increased unblob radius (three and more squads close together will attempt to ungroup).

Opdatering: 6. apr. 2024 kl. 15:20

- Fixed a crash relating to purchase target filters (two-point abilities).

Opdatering: 6. apr. 2024 kl. 13:30

- Implemented AI action speed modifier setting.
- Implemented the new battlegroups to be used by AI - nearly all functionality implemented, but some still needs work, more updates to come.
- Implemented new battlegroup unit weights.
- Implemented new battlegroup ability avoidance.
- Added new battlegroup mines and units to various relevant unit lists (pickup limiting, mine exclusivity etc).
- Major improvements to MG and AT gun behavior.
- Made new large scale movement logic adjustments, particularly for units which prefer safety.
- Improved the way AI places 2-point offmap abilities.
- Barbed wire and sandbag placement improvements.
- Fixed issues causing AI to build emplacements very rarely.
- Fixed a crash which would happen when AI unlocks the churchill and has the T4 structure.
- Fixed a crash which would happen on certain avoidance abilities being used, and all future potential crashes of this kind.
- Fixed an issue where AT guns would never turn off vehicle prioritization.
- Implemented new fixes for pinning shot and vital shot type abilities.
- Increased how often Stug D will use its lockdown ability.
- Fixed an issue where DAK battlegroups had different pick weights (some would get picked more often than others).
- Minor adjustment to vehicle prioritization logic when considering weapon range.
- Reworked most priority queue values (for better action speed modifier functionality).
- Various general emplacement logic work.
- Wehr armored car will no longer receive forced facing commands (particularly relevant for when it gets upgraded with panzerbuchse).
- Adjusted resource cache unit weights.

Opdatering: 2. apr. 2024 kl. 11:52

- Full 1.6.0 patch support (except the new battlegroups).
- Implemented barbed wire construction.
- Implemented sandbag construction.
- Reworked many aspects of cover search algorithm:
* Improved precision.
* Properly handling yellow-cover-providing objects by scanning for these objects manually instead of utilizing engine's cover value functionality which was not working for many cases.
* Properly handling terrain cover - terrain cover is no longer affected by direction modifiers.
* Reworked many parameters for searching for cover from scratch, utilizing multiplicative modifiers instead of relying on additive scoring.
* Added exponential scaling of many of the scoring levers.
* Introduced the concept of cover direction similarity, in effect making AI choose areas in the middle of cover more effectively, as well as properly utilizing sandbag cover, which previously wasn't handled correctly.
* Fixed issues where areas where there were many cover-providing objects were considered much better cover than they were in reality.
* Introduced the concept of impass-searching the final command position, making AI hug cover much more precisely.
* Introduced the concept of max cover value, allowing to better differentiate between different levels of cover overall.
* The algorithm is now flexible enough to be used for functionality such as finding good sandbag and barbed wire locations.
* Adjusted search radii which should hopefully result in AI taking cover more quickly overall instead of moving to a far away perfect cover location.
* Adjusted values for cover search when closing in on the enemy, making AI more likely to push directly into the enemy squads.
- Unit safety logic:
* AI will feel slightly less inclined to rush towards rushable units, whereas previously it would rush towards them in almost all situations.
* AI will consider own rushable value when engaging rushable units.
* Adjusted many weights of rushable units, making AI much less likely to push into close quarters infantry and base defenses.
* Fixed an issue where rangers were not considered a close range unit.
- Special unit improvements:
* Team weapons will setup slightly sooner.
* Team weapons which use facing may now try to predict the movement velocity of the unit they're targeting and will try setup towards an area where the enemy might be in the near future.
* Introduced the concept of general abilities for special units - these are abilities which can be used despite the weapon not being properly setup.
* Reworked all safety parameters, particularly AT guns will be less likely to retreat from vehicles and snipers will be more likely to pull back when becoming in proximity with the enemy.
- Reduced AI popcap bonuses.
- Major updates to US economy.
- Units which are not meant for fighting 1v1 will be less likely to move towards the edges of the map (away from all hqs).
- Increased the purchase priority of all heavy vehicles, and especially tiger tanks.
- Fixed an issue where pathfinders would often idle due to trying to cast not yet unlocked abilities.
- Reworked mine purchase requirements / priority logic.
- Adjusted victory point attack, capture, panic values, making AI be more aggressive towards victory points overall.
- Slightly reduced the priority of strategic points that are far away from current squad.
- Adjusted emplacement, observation post purchase priorities.
- Bazooka team will try to position itself closer to areas where there is enemy armor.
- Reduced economy eta priority decay - AI will choose options that it needs to wait for more often.
- Introduced the concept of actions which can only be performed during strategic point capture.
- Fixed weasel incorrect weapon drop ability references.
- Removed US pack howitzer veterancy abilities as they don't exist on the unit.
- Fixed pinning shot ability target search range.
- Fixed easy 8 having a canister shot ability and not utilizing its hvap rounds ability.
- Many internal systems have seen revamps and optimizations for futureproofing and overall code correctness.

Opdatering: 22. mar. 2024 kl. 10:30

- Vehicle behavior:
* Implemented most vehicle abilities into the mod (previously AI used only a few select ones and barrages).
* Implemented a safety modifier for vehicles during ability usage. This should let AI finish its barrages more often before retreating.
* Implemented US mechanized support center smoke barrages.
* Increased vehicle aggressiveness across the board.
* Implemented functionality to allow multiple vehicle prioritization abilities per unit, used the functionality for command tank AP rounds.
* Implemented Hellcat barrage.
* Fixed DAK Stug D getting forced facing commands.
- General safety assessment logic:
* Implemented functionality for AI to consider nearby vehicle top speed when considering their safety - AI should retreat from units like the 8rad much sooner.
* Implemented vision check - this should make it easier to ambush AI from fog of war, and it should especially make AI vehicles worse at avoiding AT guns it doesn't see, increase infantry aggressiveness slightly.
* Units which don't have any weapons that can range AI's unit will now be considered less dangerous.
* Adjusted various parameters in general.
- Avoidance functionality:
* Fixed AI completely ignoring player-used player abilities.
* AI will now avoid friendly abilities.
* Updated & reworked nearly all avoidance delays, chance to miss & other parameters.
* Fixed issues where AI incorrectly calculated movement direction when avoiding.
* Added brummbar bunker buster barrage to avoidance.
* Fixed an issue where AI would run more avoidance loop iterations than there are avoidance areas (performance-related).
* Fixed a crash related to AI trying to avoid squad&entity-targeted player abilities.
- Special unit control:
* Fixed an issue where special units didn't calculate threat distance threat properly, resulting in them not pulling back from danger.
* Rebalanced many special unit safety parameters. Sniper in particular should now once again properly attack move forward and then pull back once pushed properly.
* Implemented functionality which now detects HMGs in progress of setting up properly despite engine limitations.
* HMG units are now allowed to attack move, making them much less likely to not react to meeting an enemy unit.
* Fixed HMG setup angle threshold being too high.
- Barrage control:
* Implemented functionality which makes AI less likely to barrage same area of the map within a short period of time.
* Fixed issues where AI was unable to ever see enemy entities in fog of war.
* AI will want to barrage low health emplacements and vehicles more than full health ones.
* AI will prefer barraging entities over squads.
* AI will no longer be able to see emplacements in fog of war for a certain duration of time.
* Adjusted AI fog of war data accruement parameters.
- Economy:
* Implemented multiple new settings for controlling how AI counters unit classes.
* Made many improvements to how AI counters armor early in the game, it should much more consistently be prepared for early vehicles.
* AI anti-tank class value no longer scales linearly, once AI saturates the field with AT, it should refocus on purchasing normal units even if the enemy keeps buying more armor.
* In cases where AI has less anti-tank than enemy has armor, AI will be forced to react much sooner.
* Implemented functionality which limits the AI from queuing too many units early in the game, the limits are based on total amount of resources AI has at the start of the game. This should improve AI unit composition in high resource start games drastically.
* Reduced the chance of picking currently worst possible but pickable choice.
* Slightly increased base count decay value - should result in AI spamming same units less often across the board.
* Emplacement and mine purchase priority now depends slightly on the total number of AI players in the game. This is needed because AI player count affects update frequency of engineer squads, so in lower player count games, AI would buy many more emplacements and mines compared to high player count games.
* Adjusted many class counter multipliers to generally improve AI unit compositions and countering.
* Adjusted priorities of many AT units to work properly with new multipliers and to achieve the desired effect of AI countering early armor better.
* Adjusted base emplacement purchase priority.
* Implemented an extra uniqueness radius check for some emplacement upgrades - emplacements like med bunkers should be much less likely to be placed near other med bunkers.
* Rebalanced emplacement class values, AI should counter emplacements better.
* Rebalanced ETA decay values.
* Reduced mine purchase frequency.
* Reduced US halftrack purchase priority.
* Reduced Wehr halftrack purchase priority.
* Increased mechanized assault tactics purchase priority.
* Increased L6/40 purchase priority.
* Increased M13/40 carro armato purchase priority.
* Increased Walking Stuka purchase priority.
* Reduced Dingo purchase priority.
* Fixed incorrect Artillery Observers requirement.
* Added jeep commander upgrade to the mod.
- Fixed AI usage of timed abilities which are meant to be used against enemy vehicles (AP rounds).
- Reworked AI vehicle value calculation equation.
- Reworked squad weight multiplier values: Removed many halftrack and light vehicle weight reductions, further decreased indirect fire unit & AT gun weights, decreased bazooka team weight.
- Reworked all custom vehicle armor values.
- Reduced AI smoke ability usage across the board.
- Implemented vehicle awareness active ability.
- Adjusted defensive emplacement placement logic - AI should place its howitzers in slightly safer areas.
- Implemented functionality to grant priority queue value based on squad military point priority choice type, added custom values to all special units - will result in faster reaction time & more actions for these units in general.
- Various priority queue parameter tweaks.
- Fixed incorrect Italian combined arms pact of steel and artillery cover CP costs.
- Fixed multiple issues related to current time in the script, where the time wasn't always updated correctly, or was updated too late within the update sequence.
- Base emplacements are no longer completely ignored by AI.
- Various optimizations and general code improvements.
- Disabled custom lua garbage collection.